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[SAGA] Star Wars - Resurgence of Darkness
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<blockquote data-quote="Beretta" data-source="post: 4595228" data-attributes="member: 12260"><p><strong>GM's Commentary</strong></p><p></p><p>Overall, it was a fun start with the first session.</p><p></p><p>I was initially disturbed at the strength of the Mind Trick Force Power after it was used on the cantina thug. NPC Will Defense scores are always on the low side, making them particularly susceptible to this ability. Thinking ahead to future encounters, it seemed too easy to Mind Trick, say, an Imperial Officer into throwing down his weapon and ordering his squad of Stormtroopers (or other underlings) to surrender. While I didn’t want to nerf the ability into uselessness in combat situations, there needed to be some situational modifiers if such an attempt was to be made. As a result, the first house-rule is that the Use the Force check will be adjusted using the Intimidation modifiers under the Persuasion Skill. So while the above example is still (regrettably) possible, it will be slightly harder to achieve. I suppose I could simply have the squad ignore their superior’s commands but I’d rather not make that a common occurrence.</p><p></p><p>We didn’t use the battlemap for combats as I wanted to ease everyone (myself included) into the new rules set. While it’s very much like D&D, there are still many differences to consider. Down the track I will use it more often, as I must confess to having trouble properly visualising encounters in my head and keeping track of ranges, character/NPC positions etc. With a battlemap, it’s all there and clearly laid out clearly so I can concentrate on other things.</p><p></p><p>With regards to combat and xp, I have decided to simply award a flat rate at the end of each chapter/adventure. This way I can control the party’s rate of advancement. I base this value on the xp that would have been awarded if every encounter was defeated. If they miss an encounter through careful planning or luck, I don’t feel it necessary to punish the group so the flat xp rate works well. Also, by not linking xp to NPC deaths, I am hoping that other means of ‘defeating’ an encounter become more attractive (stealth, deception etc) as they won’t be missing out on any xp rewards by not killing their foes.</p><p></p><p>I thought I'd add in a <em>who's who</em> of the campaign:</p><p></p><p><strong>Khail Strorm</strong> - Human Scoundrel 1</p><p><strong>Fenri Skirata</strong> - Human Soldier 1</p><p><strong>Cyan Voss</strong> - Human Jedi 1</p><p><strong>Thalo Karn</strong> - Human Jedi 1</p><p></p><p><strong>Lor-Zan Magnuss</strong> - Human Jedi ?? (NPC)</p></blockquote><p></p>
[QUOTE="Beretta, post: 4595228, member: 12260"] [B]GM's Commentary[/B] Overall, it was a fun start with the first session. I was initially disturbed at the strength of the Mind Trick Force Power after it was used on the cantina thug. NPC Will Defense scores are always on the low side, making them particularly susceptible to this ability. Thinking ahead to future encounters, it seemed too easy to Mind Trick, say, an Imperial Officer into throwing down his weapon and ordering his squad of Stormtroopers (or other underlings) to surrender. While I didn’t want to nerf the ability into uselessness in combat situations, there needed to be some situational modifiers if such an attempt was to be made. As a result, the first house-rule is that the Use the Force check will be adjusted using the Intimidation modifiers under the Persuasion Skill. So while the above example is still (regrettably) possible, it will be slightly harder to achieve. I suppose I could simply have the squad ignore their superior’s commands but I’d rather not make that a common occurrence. We didn’t use the battlemap for combats as I wanted to ease everyone (myself included) into the new rules set. While it’s very much like D&D, there are still many differences to consider. Down the track I will use it more often, as I must confess to having trouble properly visualising encounters in my head and keeping track of ranges, character/NPC positions etc. With a battlemap, it’s all there and clearly laid out clearly so I can concentrate on other things. With regards to combat and xp, I have decided to simply award a flat rate at the end of each chapter/adventure. This way I can control the party’s rate of advancement. I base this value on the xp that would have been awarded if every encounter was defeated. If they miss an encounter through careful planning or luck, I don’t feel it necessary to punish the group so the flat xp rate works well. Also, by not linking xp to NPC deaths, I am hoping that other means of ‘defeating’ an encounter become more attractive (stealth, deception etc) as they won’t be missing out on any xp rewards by not killing their foes. I thought I'd add in a [I]who's who[/I] of the campaign: [B]Khail Strorm[/B] - Human Scoundrel 1 [B]Fenri Skirata[/B] - Human Soldier 1 [B]Cyan Voss[/B] - Human Jedi 1 [B]Thalo Karn[/B] - Human Jedi 1 [B]Lor-Zan Magnuss[/B] - Human Jedi ?? (NPC) [/QUOTE]
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